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Emerging technologies have enhanced the learning capabilities and opportunities in modern school systems. To continue the effective development of such innovations, the intended users must be taken into account. End-User Considerations in Educational Technology Design is a pivotal reference source for...

This study evaluated a California State University Course Redesign Professional Development program, focusing on the user experience of STEM faculty as they learned about technology and applied their learning to develop technology-enriched instructional strategies that enhanced students' own...

This mixed-methods research study shows that the incorporation of real-time polling in an introductory Anthropology course (n = 107) taught in a large lecture class at a mid-size university can have a positive impact on students' perceptions of (1) satisfaction; (2) participation; and (3) whether...

This study explored the potential of “Social Web” tools (e.g., “Web 2.0”) to support teaching and learning in an online Information Science & Technology course. Although there has been significant optimism regarding the potential of Social Web tools to promote effective collaboration in learning...

This chapter describes development efforts that build upon the Interactive Strategy Trainer for Active Reading and Thinking-2 (iSTART-2), an intelligent tutoring system that provides self-explanation strategy instruction to improve reading comprehension. The chapter reflects on considerations of the...

Designing training tools for complex jobs within military domains can be challenging. Training for aircraft maintainers, in particular, requires detailed instruction and guidance from job guides, instructors and aircraft equipment. These approaches are often inefficient, outdated and...

This chapter describes the testing of the computer-human interface of Virtual Internship Authorware (VIA), an authoring tool for creating web-based virtual internships. The authors describe several benchmark tasks that would be performed by authors who create lessons on the subject matter of land...

The development of educational video games can be a challenging process. Typically, games are created for one content area and are designed to specifically facilitate learning in regards to that content. However, this approach inherently limits the utility of the game to specific content. In this...

This chapter describes the iterative design process used to create a series of information literacy tutorials for an academic library. This case study explains how the various stages of the design process, including setting goals, prototype testing, design refinement, and evaluation, lead to a series...

Digital technologies are revolutionizing many aspects of contemporary education. Nevertheless, the bulk of formal learning still takes place in classrooms and despite several decades of computers in classrooms, the textbook is often the primary instructional resource. This chapter will explore how...

This chapter provides theoretical and practical insights for integrating and improving motivation in the design of educational technologies and enhancement of student engagement. While the number of new products available to support differentiated learning is great news for students, the rapid...

This chapter explores three broad principles of user-centered design methodologies, including participatory design, iteration, and usability considerations. We discuss characteristics of teachers as an important type of ITS end user, including barriers teachers face as users and their role in...

Educational technology development is a design problem. Product developers must optimize between what educational research suggests would be most effective, technological or other software development constraints, and the practical needs of end users and key stakeholders. Creating a logic model and...

Educational software is somewhat unique in that the goal of the software is not to facilitate use of the software itself, but to produce an impact on the user - learning - that will affect the user's behavior outside of the software. Although there are many areas where educational software...

The design and development of educational technologies is a complex, interdisciplinary endeavor. Learning science research reveals principles of learning and instruction, and advances in computer science implement these principles in innovative technologies. This chapter promotes a complementary...